scidave's Recent Forum Activity

  • I really wanted to like this new version, but just couldn't get into it.

    Pros:

    1. Inventory system was a nice touch. Definitely needed for game.

    2. Bringing materials to build armor was good too.

    Cons:

    1. Stairs just don't look right when they spawn. It looks kinda messy. Maybe if you could limit them spawning overlapping stairs.

    2. The movement and talking system was downright annoying. I found myself constantly talking to some guy that I didn't want to.

    3. Spawning system seemed odd and sometimes I just couldn't pick up items.

    Too answer your questions:

    1. There isn't really an actual game here. It is just a demo of different interesting platformer/RPG elements so it isn't fun!! It could be very fun, but it needs to actually be made into a game first (like one short level).

    2. No. It has potential, but you need to actually make one full level before asking that question.

    3. Too soon to say.

    Based on what I have seen you have the game programming/building skills to make a sellable game. The "game" is just to rough to be asking the questions you are asking.

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  • It's a bug. Hopefully Rojohound can come to the rescue and fix it!

  • Very nicely done tutorial. Looking forward to many more.

    On the graphics front, there are a bunch of places on the internet that offer free for non-commercial use graphics (assuming you give citation). I'm sure you will find plenty of free graphics to re-work the tutorial.

  • I think it is great that you are spreading Construct out to other users and getting more publicity for Construct. That can't be a bad thing. It would be nice if you actually mentioned Construct in bold when you are selling it. You seem like a reasonable guy. Heck, you can put together a nice package of everything and make it easier for people to use it (just be straightforward about what you are doing).

    However, you have a poor attitude about this whole thing and you are going about selling this all the wrong way.

    1. There are probably some license issues with selling Construct, who knows....

    More importantly:

    2. If you are going to use other people's games as advertisements or part of your product it is courtesy to ask for permission (copyright or no copyright explicitly listed). Since Deadeye never explicitly said it was fine to use his game image you should give courtesy. I'm sure people would not have had any issue if you simply asked. Of course, they may have issue now.

    It doesn't really matter if you are doing this to help Construct, for fun, or whatever... you still need to ask permission to use other people's work.

  • Very nice addition! Thanks for creating and sharing.

  • Guyon.. prepare your quarters!

    Finally got the four player version working thanks to Rojohound and newt. With this version you can select between 2 or 4 players on the server.

    Please test it out, since I can't test the 4 player version that well. It is a demo, so there are a few quirks.. but as long as the main functions work right is what I'm interested in.

    http://www.box.net/shared/spoafestsh

    Thanks!

    Update: Tested the 4 player version seemed pretty decent on the Lan. I'm going to build one more example game as part of the tutorial then will start on the writing. I want to build a game that is slower but with more players to show off the strong points of the library and give better usage ideas.

  • I don't know exactly what the problem is based on your screenshot and description, but in general you shouldn't use the layer number you should use the layer name. I've run into bugs in the past when using the number.

    It might help if you posted a .cap.

  • Thanks Rojo! That worked. Now I'm trying to do it just by the index to improve performance.

    Looks like I might just be able to do a:

    players[data['player'] - 1].SetPosition(data['playerx'],data['playery'])

    Thanks for the help! It's great having more Python guys around here.

  • I am working on making the 2 player net pong game be four player but don't want to have to do it the tedious way of duplicating code for each player (in this case it is not really tedious, but wouldn't be practical for a 20+ person game which is the point of the exercise):

    Here is Python function that updates the player position only if the player number is not yourself.

    def Network_move(self, data):
          if ((data['player'] == 1) and (System.globalvar("myPlayer") != 1)):
             player1.SetPosition(data['playerx'],data['playery'])   
          elif ((data['player'] == 2) and (System.globalvar("myPlayer") != 2)):
             player2.SetPosition(data['playerx'],data['playery'])[/code:34szvw2l]
    
    For example, to make the above support 4 players I would have to double the code. Instead I would like to do something like (with all players in a Family) :
    
    [code:34szvw2l]
    if data['player'] != System.globalvar("myPlayer") :
       Pick players by players PV == data['player']
       players.SetPosition(data['playerx'],data['playery']) [/code:34szvw2l]  
    
    So something like the above where you pick a player based on their Private Variable (or something else) being the correct match.  Now the above three or so lines are sufficient to handle 2, 4, 50 players.
    
    Any ideas?
    Thanks!
  • ONLINE GAMES: As it happens, I'm currently working on a plugin for this

    btw.. this is really awesome Dataflashbot. Any status on how it's coming along? What networking library did you decide to go with? This will be a huge plus when it comes out!!!

  • I uploaded a new version which improves collisions and increases ball max speed (felt a little slow last time I tested). Working on 4 player version now.

  • I really liked Guyon's idea about the paddles so I implemented the game using mouse control, only for 2 players at the moment.

    <img src="http://i40.tinypic.com/2vsgndy.jpg">

    You can get the server and client here:

    http://www.box.net/shared/5703uihspa

    Some quirks:

    1. You can swing the paddle really fast and go through the ball. For simplicity sake I have not addressed this. For now, you have to resist the temptation to swing at the ball. then please let me know and I'll incorporate it.

    2. Over internet. My guess is there will be lots of lag with players moving their mouse so quick. I plan on releasing the tutorial then looking at another library (plus interpolation/prediction) to handle online lag.

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scidave

Member since 4 Jul, 2009

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